#426 posted by  adib on 2015/08/15 06:52:04  
		
	 
		
		
		#427 posted by  adib on 2015/08/15 07:09:49  
		
	 
		
		 Adib   
		#428 posted by  necros on 2015/08/15 08:41:30  
		i love those angles and the cramped city feel!  
	 
		
		
		#429 posted by  ptoing on 2015/08/15 10:52:22  
		Nice lighting too.  
	 
		
		
		#430 posted by  JneeraZ on 2015/08/15 12:53:58  
		Yeah, nice stuff adib!  Looking very Quakey...  
	 
		
		 @adib   
		
		Mate, that lighting and colour is superb.  
	 
		
		
		#432 posted by  Rick on 2015/08/15 22:44:31  
		Water Alpha will be set to "1" for this jam! (Not transparent)
  
  This will be the only forced setting, right?  
	 
		
		
		#433 posted by  necros on 2015/08/15 23:14:21  
		fyi: this can still be worked around.  if you want transparent water, make a water brush out of *waterskip.
  
  then, on the surface, make a 1 pixel high func_illusionary brush.  On the sides, apply *skip (or *waterskip, it doesn't matter).
  On the top and bottom, apply your *water texture.
  set 'alpha' to the desired setting on the func_illusionary.  
	 
		
		
		#434 posted by  - on 2015/08/15 23:22:36  
		Note that only works on engines that support the alpha key on brushmodels! Quakespasm and FitzMarkV will use the alpha you set, but there are a bunch of engines which will not.  
	 
		
		 Necros   
		#435 posted by  ptoing on 2015/08/15 23:32:16  
		I take it that does not work in all engines. At least it does not seem to work for me in QS.  
	 
		
		
		#436 posted by  Rick on 2015/08/15 23:36:06  
		That's not what I meant. It sounds like r_wateralpha is going to be set in a .rc file. I just want to know if anything else will be set. Players can always override r_wateralpha in the console after the map loads, so it's almost pointless. I might make the lava only 16 units deep anyway.
  
  I wonder if the new surface light works if the offset is below the floor?  
	 
		
		
		#437 posted by  ptoing on 2015/08/15 23:45:55  
		It works below liquid surfaces now, as lights always have. You just have to set the surface offset or what the value is called to a negative number. If it is below the floor, as in inside actual brush geo, then I don't see a way of it working.  
	 
		
		 Wateralpha   
		#438 posted by  DaZ on 2015/08/15 23:46:14  
		is the only thing set in the .rc correct  
	 
		
		
		#439 posted by  Rick on 2015/08/15 23:53:33  
		Wateralpha is the only thing set in the .rc correct 
  
  Good. I played a pak once that set gl texturemode to some pixelated crap and it really annoyed me.  
	 
		
		 Well...   
		#440 posted by  necros on 2015/08/16 00:00:28  
		fitzquake, quakespasm, MarkV, Darkplaces, Super8, FTE...
  
  .alpha is probably the most widely available engine extension.  
	 
		
		 Rick   
		#441 posted by  DaZ on 2015/08/16 01:57:47  
		pixelated crap? Fite me irl!  
	 
		
		 I Concur   
		#442 posted by  ptoing on 2015/08/16 02:16:25  
		The Quake textures look a lot better with point filtering. I like dem pixels.  
	 
		
		 Daz   
		#443 posted by  Zwiffle on 2015/08/16 02:36:04  
		Can I get an extension???  
	 
		
		
		#444 posted by  - on 2015/08/16 02:49:50  
		RIP Zwiffle :_(  
	 
		
		 Zwiffle   
		#445 posted by  ptoing on 2015/08/16 03:38:28  
		There's always DLC  
	 
		
		 DLC HYPE   
		#446 posted by  Breezeep_ on 2015/08/16 03:46:47  
		I still have to tinker around with gameplay and the last bit of my map, so I'm completely fine with this.  
	 
		
		
		#447 posted by  ma†echa on 2015/08/16 04:09:34  
		So like... Aug16th GMT?  I'm in PST (GMT-8) and was kinda hoping to have Sunday to map too��Will need the time for sure (and even then my map is going to be so frickin' primitive IMO)   :P  
	 
		
		
		#448 posted by  necros on 2015/08/16 05:58:00  
		whelp........ about 75% done.  can I finish all the brushwork tomorrow???  only shub knows.  
	 
		
		 Closure   
		#449 posted by  ionous on 2015/08/16 07:41:41  
		/jam6_ionous submitted.
  
  I was sick of this map, and happy to let go of it. There's a lot more I could have smoothed out, but I'm burned out on it. 
  
  In unrelated news, I might be streaming later. we shall see.  
	 
		
		
		
		I'm sorry lads - there's no way I can finish this in time. I made the mistake of thinking my first ever quake map release will be an epic. I've learnt a load of stuff in the process, but it's taken a lot of time, research, trial & error, and my silly attempt at building half a city is not finished. I'm going to work on it later, after I've done some smaller quake maps. It will be finished in a few weeks and released separately.
  
 http://imgur.com/x2Z2xOQ  
	 
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